Rocket Arena v1.3.1 (/w Bots)

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arkore
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Rocket Arena v1.3.1 (/w Bots)

Post#1 by arkore » Sat Sep 07, 2013 8:58 pm

Rocket Arena (for Doom) is HERE!

Image

For those that don't know, Rocket Arena is the most popular multiplayer mod in the Quake community.
So popular in fact, it carried on into Quake 2, 3, and 4.

Read more about it here: http://en.wikipedia.org/wiki/Rocket_Arena

How it works:
  • 2 players start in an arena(typically 1 room), and prepare to fight eachother (with full power(health/armor/weapons)) until 1 player is left standing as the winner.
  • The winning player will remain in the arena, and fight the next player in line(queue).
  • NOTE: Although the mod is called "Rocket Arena", you are allowed to use all weapons. However, certain maps are allowed to specify which weapons are allowed (for example, MAP04 is railguns only).

Video:
phpBB [video]
The [video] tag is deprecated, please use the [media] tag


Features:
  • 10 maps.
  • New music.
  • New background and logo.
  • Supports bots.

Servers:
  • best-ever.org:15020

If you'd like to run your own server, here is the config you would use:

Server Config

Code: Select all

// Host
sv_hostname "(kr) Rocket Arena v1.3.1"
sv_hostemail "your-email@foo.com"
sv_motd "(kr) Rocket Arena v1.3.1 \cdby arkore"
sv_website "http://old.ryanbriscall.com/games/level-design/doom/rocket-arena/krra1.3.1.wad"

// Broadcast
sv_updatemaster true

// Force Skulltag to use the dmflags we want; don't set any defaults.
sv_defaultdmflags 0
alwaysapplydmflags 1

// Reset the compat flags.
compatflags 0
compat_oldweaponswitch true
switchonpickup 2

// Make sure that we don't display launcher queries in the window.
// (Otherwise, logfiles will get HUGE!)
sv_showlauncherqueries false

// Skill
skill 3
botskill 4

// Game mode
duel 1

// Limits
timelimit 2
duellimit 30
fraglimit 1
pointlimit 0

// Voting
sv_nocallvote false
sv_nowinlimitvote true
sv_nopointlimitvote true
sv_nofraglimitvote true
sv_noduellimitvote true
sv_notimelimitvote true

// Players
sv_maxplayers 2
sv_maxclients 16

// Countdown
sv_duelcountdowntime 5

// Settings
sv_noautoaim true
sv_unblockplayers 0
sv_nofreelook false
sv_nojump false
sv_norespawn true
sv_forcerespawn false
sv_norespawninvul true
sv_spawnfarthest true
sv_nomonsters true
sv_noweaponspawn true
sv_noexit true
sv_nokill true
sv_disallowsuicide true
sv_disallowbots false

botskill 4
bot_allowchat false

// Set the map rotation.
sv_maprotation true
addmap map01
addmap map02
addmap map03
addmap map04
addmap map05
addmap map06
addmap map07
addmap map08
addmap map09
addmap map10


Host command:

Code: Select all

"C:\Games\Zandronum\zandronum.exe" -host +exec "C:\Games\Zandronum\Servers\krra-server.cfg" -file "C:\Games\Doom\Wads\skulltag_actors.pk3" -file "C:\Games\Doom\Wads\skulltag_data_fixed.pk3" -file "C:\Games\Doom\Wads\krra1.3.1.wad"


Bots:
Bots are supported. Type "addbot" in console to add a bot.

Note:
This mod is an early release, and is barely a "mod"; only minor scripting was done, and it uses Skulltag's "Duel" gamemode (with a specific config) to handle most of the "mod" work.
Currently does not contain the extra features(such as Red Rover, Practice, etc.) that you might expect from modern Rocket Arena mods.

Only 1vs1 right now, and only 1 arena per map.

Clan Arena may be a separate mod, using Skulltag's "TeamLMS" gamemode.

Maps:
MAPS 1-5:
Unable to display all images of maps, due to forum limit of 10.

MAPS 2-5:
Image Image Image Image

(UPDATE) Version 1.2 -- 5 NEW MAPS
MAPS 6-10:
Image Image Image Image Image

Mapping Tutorial:
To create a map:
  • Start a new "Skulltag (Doom in Hexen format)" map.
  • Add skulltag_data_fixed.pk3 to your Resources.
  • Create a room/arena.
  • Add at 4 Deathmatch spawnpoints, and a Player 1 Start and Player 2 Start. (NOTE: The player start spawnpoints are not used, but are required for server to run "Duel" correctly.)
  • 3D Floors, and Slopes are allowed.
  • Send your map to me with your instructions: 1) Which weapons are allowed. 2) Name of your map. 3) Author name. -- I'll setup the scripting, music, etc. and add your map for next version release.

Change Log:

Code: Select all

1.2.1 -> 1.3.1
- added "botskill 4" to config
- added "bot_allowchat false" to config
- fixed weapons (for bots) for maps 2 - 10
- added extra deathmatch spawnpoints to maps, to reduce chance of telefragging at match starts.  (each arena now has 4 deathmatch spawnpoints)
- bot will leave when more than 1 real player connects to server.

1.2 -> 1.2.1
- fixed bug where player won't go to spectator after killing himself when sv_norespawn is true
- support for bots

1.1 -> 1.2
- added 4 new maps
- friendlier teleporters in map02
- raised middle walls (slightly) in map02, so you can't jump over them
- fixed hom textures in map02
- enlarged map03
- lowered stairs in map06

1.0 -> 1.1
- fixed logo pallete
- new start screen background (with 2 doomguys fighting.) 
- new map06
- added mapinfo
- added large doom font on-screen messaging for map name and author.  - fixed maps so that you start with rocket launcher.
- updated some parameters in server config
Last edited by arkore on Sat Feb 22, 2014 10:56 pm, edited 1 time in total.

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Monsterovich
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RE: Rocket Arena v1

Post#2 by Monsterovich » Sat Sep 07, 2013 9:13 pm

Last edited by Monsterovich on Sat Sep 07, 2013 9:14 pm, edited 1 time in total.

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RE: Rocket Arena v1

Post#3 by Qent » Sat Sep 07, 2013 9:30 pm

Never played Quake, but this looks pretty neat!

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RE: Rocket Arena v1

Post#4 by agaures » Sat Sep 07, 2013 10:01 pm

The reason why i don't think this will work well is because of the delay of the rocket when being fired.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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RE: Rocket Arena v1

Post#5 by Impact » Sat Sep 07, 2013 10:05 pm

agaures wrote:The reason why i don't think this will work well is because of the delay of the rocket when being fired.


This can almost certainly be fixed through modding, can't it?

Looks nice :p
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RE: Rocket Arena v1

Post#6 by Ijon Tichy » Sat Sep 07, 2013 10:27 pm

don't play this with samsara, it'll very quickly turn into a ranger+dukefest

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Medicris
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RE: Rocket Arena v1

Post#7 by Medicris » Sun Sep 08, 2013 3:32 am

And that's a bad thing why

Bringing Rocket Arena to Doom is a great idea, though. Both players at 100% completely full power is a true test of raw stength.

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RE: Rocket Arena v1

Post#8 by Combinebobnt » Sun Sep 08, 2013 4:06 am

This so needs a weapon mod, as its an actual GOOD place to use a faster rocket with no click delay for once. I used to play rocket arena on unreal tournament games alot.

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RE: Rocket Arena v1

Post#9 by arkore » Thu Sep 12, 2013 7:55 am

v1.2.1 released!
See original post (for details): http://zandronum.com/forum/showthread.php?tid=3405&pid=44453#pid44453
- Added screenshots of new maps.
- Added Changelog.

Change Log

Code: Select all

1.2 -> 1.2.1
- fixed bug where player won't go to spectator after killing himself when sv_norespawn is true
- support for bots


v1.2 released!

Change Log

Code: Select all

1.1 -> 1.2
- added 4 new maps
- friendlier teleporters in map02
- raised middle walls (slightly) in map02, so you can't jump over them
- fixed hom textures in map02
- enlarged map03
- lowered stairs in map06


Combinebobnt wrote:This so needs a weapon mod, as its an actual GOOD place to use a faster rocket with no click delay for once. I used to play rocket arena on unreal tournament games alot.

I'm "half and half" with that idea. One on hand, I like it. But on the other hand, it removes the feature of "practice" that this "mod" currently offers for people looking for a quick practice 1on1 fights using regular weapons (that they are familiar with from regular Duel games, CTF games, etc.).

But for "fun factor", yes. I'd like to run a separate server with this mod + SST(Super Skulltag), however it currently doesn't not work well with SST until I fix some scripting in the maps. The author of SST told me (somewhat) what to do, but I didn't quite understand it.
Last edited by arkore on Sat Sep 14, 2013 6:34 am, edited 1 time in total.

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RE: Rocket Arena v1.2.1 (/w Bots)

Post#10 by arkore » Sun Sep 22, 2013 7:28 pm

Well, my server was removed due to inactivity.

So, I've posted the Server Config and instructions for you to host your own server with this mod.

I also posted some notes about Bot support.

I'm going to pause development on this project, mainly because I'm waiting on a bug("DISCONNECT" event/ACS) report to be resolved on Zandronum engine. I talk briefly about this bug in my original post of this thread, the Bots section.

See my original post: http://zandronum.com/forum/showthread.php?tid=3405&pid=44453#pid44453

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RE: Rocket Arena v1.2.1 (/w Bots)

Post#11 by AlexMax » Mon Sep 23, 2013 10:23 pm

Perhaps try this with ChainDM?

http://www.youtube.com/watch?v=JMt2DrwQ1PE

The weapons might be better suited for it.
Last edited by AlexMax on Mon Sep 23, 2013 10:23 pm, edited 1 time in total.
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RE: Rocket Arena v1.2.1 (/w Bots)

Post#12 by TheMightyHeracross » Mon Sep 23, 2013 10:26 pm

Yo.
That music was in TurboCharged Arcade: The Sequel Episode, made by Xaser.
Just a heads-up, might wanna credit him.
THE MIGHTY HERACROSS

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arkore
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RE: Rocket Arena v1.2.1 (/w Bots)

Post#13 by arkore » Tue Sep 24, 2013 5:35 pm

AlexMax, good thought. Those weapons appear to have same mechanics as vanilla weapons, just with different sprites. I'll look into it.

TheMightyHeracross, when I was looking for music for my project(another project), a moderator(or someone) had linked me to JukeBox collection, here: http://forum.zdoom.org/viewtopic.php?f=19&t=29117 and I understood that I could use any music from here for my project.

Did I misunderstand him?

I think this is a "gray area", because I see projects copying music from other projects all the time; especially copying music from the IDLCTF project. We also see projects today that use music, sprites, sounds from games such as Blakestone, Duke3D, etc. etc.

Your thoughts?

P.S. I also saw a thread where people(from doom community) were ripping into a guy for ripping stuff for his wad and saying "you can't just GIVE CREDIT and think you're okay to use the ripped stuff." -- so, does this mean that "giving credit" doesn't suffice either?

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RE: Rocket Arena v1.2.1 (/w Bots)

Post#14 by Ivan » Tue Sep 24, 2013 6:27 pm

Titlepic screams copy and paste.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

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RE: Rocket Arena v1.2.1 (/w Bots)

Post#15 by arkore » Tue Sep 24, 2013 6:32 pm

lol

Shhh. Be quiet, you.

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RE: Rocket Arena v1.3.1 (/w Bots)

Post#16 by arkore » Sat Feb 22, 2014 10:58 pm

New version released
ver. 1.3.1

Change Log:

Code: Select all

1.2.1 -> 1.3.1
- added extra deathmatch spawnpoints to maps, to reduce chance of telefragging at match starts.  (each arena now has 4 deathmatch spawnpoints)
- fixed weapons (for bots) for maps 2 - 10
- bot will leave when more than 1 real player connects to server.
- added "botskill 4" to config
- added "bot_allowchat false" to config
Last edited by arkore on Sat Feb 22, 2014 10:58 pm, edited 1 time in total.


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